This game has unused animations. This game has unused areas. This game has unused graphics. This game has unused models. This game has unused cinematics. This game has unused items. This game has unused abilities. This game has unused sounds. This game has unused text. This game has debugging material.

Debugging Features

Debug Menu

The debug menu can be activated by pressing [Shift+F1], and displays a collection of multiple shortcuts to console commands. You still need sv_cheats 1 for many of these shortcuts to function correctly. The window can be closed by pressing [Shift+F1] again. Closing the window by clicking on the "X" will not disable the overlay, just hide the window.

The debug menu loads its interface from the script file "debugoptions.txt." The file uses the following format:

The menu also exists in practically all games that use the "Source 1" engine.

Unused Weapons

A number of NPC-only weapons have varying levels of implementation for player usage.

Alyx's Gun

Alyx's gun (weapon_alyxgun) can be spawned, (manually) picked up and used as its semi-automatic mode, although there is no viewmodel for it, using instead its worldmodel. It uses its own ammo, whose maximum can be set via a special console command, even though spare ammunition cannot be obtained.

To do:In-game testing about its specs.

Annabelle

Father Grigori's rifle (weapon_annabelle) can be spawned, picked up and used. It reuses the shotgun viewmodel, and uses the retail Colt Python ammo, with a two-bullet tube magazine. It possess the same damage output as the Python, however, if emptied, the game only reloads a single bullet. Upon reloading manually, errors about an incorrect call to the retail shotgun reload can be seen, and the weapon is reloaded instantly at full capacity.

Food Package

The food package (weapon_citizenpackage) can be used as a weapon, even though it has no fire mode. It has no viewmodel, instead using its worldmodel. Comments in the weapon's coding hint that it's a weapon because NPCs are able to carry weapons, but not ordinary objects like this, so anything they need to be able to pick up must be made into a "weapon".

// Citizen package. Not really a weapon, just needs to be a visible model for citizens to open.

Suitcase

The first two citizens you see have suitcases that can also be spawned, similar to the food package. Its entity name is weapon_citizensuitcase)

Stunstick

The Stunstick from the early Half-Life 2 kept its viewmodel, along with the early suit color. However, there is no way to wield it in the retail, as picking one up gives armor instead. This weapon was recycled for several mods, albeit with different graphics. Valve updated and completed this weapon for Half-Life 2: Deathmatch.

Unused Items

Sniper Rounds

The sniper ammo from the prototype was kept in the final, but it cannot be picked up and has no collision data. The box texture wasn't present in the prototype either, and was re-used in Garry's Mod as one of the Material options.

Flare Rounds

These flare rounds (item_flare_round and item_box_flare_rounds) still exist in the final, but cannot be picked up due to the ammo coding having been removed, only the entities were accidentally left in. Models and textures still exist, suggesting the flare gun wasn't entirely cut in favor of emergency flares in Episode One.

Unused Animations

Unused Weapon Animations

Alyx's gun has unused animations that show it transforming into a SMG or a rifle. However, no idle animation for these modes exist. In addition, Alyx herself has animations for changing the pistol into an SMG and then the SMG to a rifle, but not back to the pistol or directly to rifle mode.

Unused Firing Animations

The poison headcrab has an unused animation, depicting it spitting something from its mouth. There is, however, no data about the fired projectile, or its effect on the player.

Unused Struggling Animations

Vortigaunts have unused animations for being grabbed by Barnacles, reminescent of the behaviour of human NPCs in Half-Life. However, these go unused, as they are instantly killed and turned into a ragdoll upon being strangled by one, like all other NPCs. In addition, game files mark such events as "legacy content".

Leftover Citizen Animations

Due to how animation files are shared between models, key NPCs like Breen and Alyx have access to all of the regular animations despite only using a few.

Breen reloading a pistol, despite not normally being able to do so in the retail game without modifying Combine Soldiers or placing Unique-set Citizens with custom models in custom maps.

Father Grigori healing. By default, only Medics can do this. In addition, he also has lines for giving healthkits and ammo.

Alyx holding an SMG. She normally only uses her own pistol and a shotgun in Episode One.

Unused Model Features

SMG Magazine Bone

Unused model bone selected in a model editor.

The model for the SMG contains a magazine bone (ValveBiped.clip) that as expected, moves the magazine. Despite this, the magazine is never animated during the reload animation, and instead has the player smacking it. One can assume from the fact this section of the model has been weight painted, that it's very likely this was suppose to be animated.

Unused Sounds

To do:There's most likely more than this to cover.

Sound File

Filename

Notes

ambient/atmosphere/

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city_beacon_loop1.wav

ambient/machines/

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city_ventpump_loop1.wav

hl1/ambience/

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computalk2.wav

Half-Life leftovers.

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port_suckout1.wav

test/temp/soundscape_test/

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cabin_ambience.wav

Rather odd soundfiles for testing soundscapes.

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cabin_wall.wav

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outdoor.wav

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tv_music.wav

Unused Dialogue

Citizens and Vortigaunts have unused dialogue when being shot by the player. According to the unused files, Vortigaunts could even retaliate.

To do:Upload sounds

Unused Feature

It's actually possible to enter an APC, despite none of them being accessible to the player during normal play. The player will end up seeing to the right of the APC, at ground-height, and may tilt its viewpoint towards the right, sound will be muted unless you pause the game, unable to perform any actions other than pausing. Advices for the retail Scout Car pops up to the right upon entering the APC.

Unused Models/Textures

An unused 3-frame placeholder animation for the City 17 screens, named breen_fakemonitor_.vtf.

A dummy texture can be found in the engine folder of hl2_textures_dir.vpk.

Gordon Silhouette

A weird, chrome-textured "silhouette" model of Half-Life Gordon can be found. It was clearly not meant to ever be seen in gameplay as it is more or less a statue, possibly used for referencing where the player would be standing.

Early HUD Icons

Weapon icons from the prototype still exist inside the game's files. The final game instead stores them in fonts. There are also graphics for Half-Life 1 weapons scattered around, intended to be used in its port to the Source engine called Half-Life: Source.

ARR! Camera

A lightly rebranded Arriflex 435ES movie camera with a highly detailed model. Also exists in Team Fortress 2.

boxrocket_chell_head

To do:Texture/texture on model comparison with used version.

Seems to be for an early version of Portal's Chell's facemap. There are no models to this, only textures. "Boxrocket" is the codename used for the Source Filmmaker, which had been released with Meet the Pyro in 2012.

This is not present in the 2004 retail version, but was added when Portal was released.

perftest

The perftest folder contains a few resources, mostly from Half-Life 1, that were used for testing.

The original G-Man. His original animations exist. This model and his animations can be found in Source Filmmaker, in the same file.

Some textures inside the gman folder are earlier textures that don't seem to exist in Half-Life.

gman_face1.vtf

gman_pants1.vtf

gman_shin1.vtf

gman_suittop1.vtf

gman_suittopbk1.vtf

grass_tuft_001.mdl - grass_tuft_004d.mdl are missing their textures. They're supposed to be grass tufts, hence the name.

The Loader. Original animations also exist.

An unused "null" texture found with the Loader's textures.

null.vtf

A bunch of different rock pile variations also missing textures.

rocksground01a.mdl

rocksground01b.mdl

rocksground01c.mdl

rocksground01d.mdl

rocksground01e.mdl

rocksground02a.mdl

rocksground02b.mdl

rocksground02c.mdl

wall_section10k.mdl, wall_section10k_halfsize.mdl, and ground_objects8k.mdl are high-poly test models. These appeared in the map devtest_highpoly.bsp in the Android port of Half-Life 2 released for the Nvidia SHIELD.[1]

The rest here are world textures.

babtech_bordl9.vtf

con1_bord04.vtf

dirtfloor006a.vtf

fifties_dr4.vtf

fifties_dr5d.vtf

fifties_dr6.vtf

generic031c.vtf

out_grvl2b.vtf

rock_wasteland01a.vtf

rockcliff02b.vtf

rockground03a.vtf

rockwall002a.vtf

props_c17

models/props_c17/chair02a.mdl

Hydra

The textures for the cut Hydra lies in both the effects and sprites folder.

Snow & Ice

A set of snow and ice textures that don't seem to be used anywhere. Maybe they had something to do with the Borealis? They do appear in Mossman's transmission in Half-Life 2: Episode One, however.

Alternate Intro

E3 2004 (intro.bsp)

Final (d1_trainstation_01.bsp)

Loading the map intro.bsp via the Developer Console will get you to a slightly different version of the game's intro. The difference between Chapter 1's intro and intro.bsp is that there is no title card at the beginning, missing textures around the Spectrometer meaning that the older textures for it was replaced during development and instead of the Citadel, the intro loads into the railway which was seen during E3 2004. The intro doesn't end as the map doesn't load properly. This suggests that it was originally going to have its own, separate map, rather than being a part of d1_trainstation. This was probably removed to avoid creating another loading screen between the intro and gameplay.

Soundscripts

game_sounds_physics.txtCuriously, some "test" sounds exist inside this soundscript file. Only the music file (hl2_song1.mp3, Particle Ghost in the soundtrack) is present and can be used, since the sines aren't included in the sound files, but they do exist in the prototype.

level_sounds_music.txtSpeaking of music, three music tracks are never used ingame. Specifically, song22, 24, and 25 (Combine Harvester, Headhumper, and Miscount Detected). The third track can be found in the game files.